Preface: The purpose of this manual is twofold. First, to provide an accurate and comprehensive guide for RP involving my creations, Etherwights. Second, to provide a template for any player who may consider making an Etherwight character of their own. An important note:
PLEASE CONTACT ME either through IRC or via the forums, if you are considering the second. Because of their peculiar nature, it is
very important that any RP involving these creations be handled with care and discretion.
*Disclaimer: "Etherwights" are not officially Settings material, and other players are not required to RP with them or acknowledge their existance IC'ly
Etherwights Manual
Overview:“Etherwights” are sentient creatures composed of raw magical energy. They must constantly absorb more energy to continue survival – this encompasses both physical (life) energies and most magical varieties. They have two primary forms – a Physical form, in which the creature takes a recognizable shape, and a Shadowmerged form, in which the creature’s energy is dispersed over a wide area and becomes part of the environment.
The term Shadow Wraith, or simply wraith, is often applied to the creatures, with “wraith” being used as a general term, similar to the usage of ‘human’ or ‘elf’. While Etherwights themselves are not physically composed of shadow, their constant absorption of energy, including basic light, causes them to appear as a pitch-black entity whenever they take physical form.
Wraiths are hunters and predators. While they will readily stalk and devour prey they consider inviting, they will rarely stay for pitched battle against multiple adversaries, or an opponent who weakens them excessively.
Appearance:The physical form of an Etherwight varies heavily from one to the next, though they usually bear passing resemblance to one of the humanoid races in Yliakum. Their eyes are narrow glowing slits, typically an icy-blue hue, however deeper colors such as navy or even violet are sometimes found. Other shades are exceptionally rare and usually caused by a form of magical influence or corruption in the wraith’s form. Wraiths have needle-sharp crystalline teeth, similar to deepwater fish, and a cloud of black fog around their ankles and feet. They walk with a gliding motion, traveling much further in stride than their actual steps would suggest, and move with a sinuous serpentine grace.
Origin:Etherwights are born of wild magic, similar in nature to both Krans and Glyphs. While their formation is spontaneous, they can only develop in dark, secluded areas. Locations in direct sunlight or those disturbed by local wildlife will disperse a developing wraith before it reaches sentient maturity. For those that do reach a conscious level, they are born in a Shadowmerged state. The first step for these young wraiths is to take a physical form, in order to feed their growing hunger. While mature Etherwights are capable of storing and conserving energy, the “wraithlings” must feed almost constantly to maintain their existence, as they are inherently unstable creatures. Because they require such a specific habitat in which to form, Etherwights are
exceedingly rare, and even in the deep tunnels of the Stone Labyrinth, it is unusual to encounter one.
The ‘composition’ of the wild magic plays an integral role in an Etherwight’s early development. An environment near water or heavy with Blue Way magic will stunt the wraith’s growth, while areas rich with Crystal or Red Way will grant one increased strength and endurance as it grows.
Society:While Etherwights are loners by nature, occasionally two or more will form a hunting pack where the prey is plentiful enough. They do not feel emotions in the way normal beings do - concepts such as love, loyalty, or honor are foreign to wraiths. Some may feel a sense of kinship with other Etherwights, though often they are territorial and will challenge a fellow wraith if they feel their hunting ground is being intruded on.
Etherwights have no regard for mortals except as food or, in rare cases, servants. Because of their unique nature and predatory habits, they tend to hold a contemptuous view of organic life.
Senses:As one might expect, Etherwights see the world very differently from the races of Yliakum, and this is reflected in their abnormal array of senses. Their hearing is far below average, though they are capable of hearing most forms of speech. They cannot hear high pitched noises at all, and lower tones are more felt than heard. Touch is processed through the physical contact of their claws, and from disturbances in their physical form. Their tolerances to heat are much higher than a person’s, owing to their natural energy absorption – thermal energy offers a source of food and fuel for the creatures. Their sight is excellent, however, and they have no difficulty seeing in the dark.
The primary sense of a wraith is a form of energy detection, which functions both while physical and shadowmerged, and allows the wraith to distinguish between likely prey and other, less appetizing subjects. This is tied directly to their sense of taste – the various types of magical and organic energy carry a wide array of ‘flavors,’ and Etherwights often develop a preference for certain types of people or magic.
Abilities:Energy- Absorption – Though life energy must be deliberately drained, natural or magical energies such as the Azure Sun’s light or spell attacks are absorbed into the wraith, providing they are of a compatible type.
- Draining – The wraith’s primary purpose is to feed on life energy. It accomplishes this in a number of ways, though the most effective is direct contact with its victim. The draining is excruciatingly painful and, if carried to its final extreme, will turn the body to ash and cause True Death for the subject.
Forms- Physical – The ‘physical’ form of an Etherwight allows it to interact with the environment. Only in this form can it create or control shadowmass, drain energy, or otherwise affect its surroundings. The being is not truly physical in nature, however, and only certain substances will have a direct impact on it.
- Shadowmerged – While Shadowmerged, the wraith is virtually undetectable. It spreads its essence through shadows and darkened areas, and may move over almost any surface. A very observant eye may detect a subtle darkening of the area in question, or a faint mirage-like ripple as the Etherwight passes. It may absorb energy passively, such as soaking up heat from a fire or drawing strength from the Azure Sun, but cannot actively drain energies or otherwise interact.
ShadowmassA chalky silicate, it is the Etherwight’s preferred method for attacking prey. It comes in multiple forms, and obeys all natural physical rules. Shadowmass is not conductive or flammable, and has no special properties aside from being bound to an Etherwight’s will. It is summoned material, drawn from natural shadows, and remains rooted to its point of origin.
- Smoke – The first and primary form of Shadowmass. Etherwights may draw a choking black cloud from natural shadows, though the resulting darkness does not create new sources of shadow to draw from; hence, the term ‘natural’ shadow. This is the weakest form of shadowmass, although it is useful for blinding foes and is capable of draining them at a very slow rate.
- Sludge – A wraith may solidify shadow-smoke into a more viscous form, the consistency of which is somewhere between mud and poured concrete. This denser shadowmass is used to impede a foe’s movement, and can drain them at a quicker rate than the smoke.
- Solid – If solidified further, the shadow-sludge can become a solid rock-like mass, locking the wraith’s prey in place. This drains enemies at a rate nearly as rapid as the Etherwight’s own grip, and has the added ability of generating new shadowmass, such as spikes or fog.
- Spikes – A common form of attack, the Etherwight creates narrow spires of solid shadowmass. These erupt suddenly and without warning, but are somewhat brittle owing to their rapid creation. As with other forms of shadowmass, they must be created from natural shadow – spawning them from a foe’s ground shadow is a typical method of attack.
- Weaponry – Shadowmass weapons are imbued with special runic symbols. These grant the weapon increased strength and power, allowing the Etherwight to use them for blocking, countering, and deflecting attacks which other Shadowforms are weak against. They are easily repaired, although this requires too much concentration to do during battle. However, the strengthening runes lock the weapon’s form – as such, it obeys most of the same physical laws as weapons of steel, iron, and so forth. (Shadowmass Weapons are the only type of solid weaponry an Etherwight can carry with them when Shadowmerged. Ordinary weapons would be dropped or forced from the wraith’s hands)
- Armor – In rare instances, some past Etherwights have attempted to create Shadowmass armor as well, built on the same principles as their weapons. Though such devices are possible, they limit the wraith’s ability to absorb energy and impair its mobility.
Other- Strength – An Etherwight’s strength is proportional to the energy it consumes. Due to the surplus of light and warmth under the Azure Sun, a mature wraith in Yliakum is capable of immense feats of strength and will readily overpower foes who face them on such terms.
- Ethereal – Despite their ‘physical’ form, Etherwights are primarily insubstantial. While they can make portions of their body solid, their natural state can best be considered plasma. Unless otherwise noted, actions which cause a physical object to intersect the wraith’s form will pass through it harmlessly, with little or no effect.
- Fog – The perpetual fog at a wraith’s ‘feet’ can be employed as shadowmass, in a variety of ways. Unlike summoned shadowmass, the fog is always present and can be used in instances where normal shadowmass is unavailable to the Etherwight.
Weaknesses:Platinum- Weapons – Weaponry composed of platinum will cause severe damage to a wraith’s physical form. With repeated blows, it may also wear down shadowmass weaponry, as the structure of such weapons is inherently weaker.
- Items & Talismans – Non-weapon items will also harm an Etherwight on contact, though the damage is significantly less, approximating a second- or third-degree burn.
- Barriers – Etherwights are constantly in contact with the ground. As such, they cannot cross over platinum surfaces without sustaining considerable pain and damage.
Magic- Blue Way – To a greater or lesser degree, all Blue Way spells will deal damage to a wraith’s physical form. Excessive harm may cause the wraith to ‘discorporate’ and revert to a shadowmerged state.
- Mental & Psyonic – Etherwights are sentient, intelligent creatures, and mental assaults do possess the ability to harm them. However, illusions are only partially effective, as no caster is capable of replicating the wraith’s energy-sense and a wraith will readily separate visual illusions from the real for this reason.
- Dark Way – Though an Etherwight is capable of absorbing Dark Way magic, the ‘foul taste’ of such energy causes discomfort and nausea. Excessive exposure may cause a temporary taint in them, or even permanent damage.
- Enchantments – Weapons or items enchanted with Blue Way spells will also cause damage when passing through an Etherwight. The severity of the damage is reliant on the power of the enchantment and the composition of the item in question.
Sapphires*
Sapphires are not currently implemented, but RP'ing their existance is acceptable- Light – A source of light passing through a sapphire crystal will cause mild damage to a wraith in both its physical and shadowmerged forms, with the damage increasing proportionally to the intensity of the light in question. Additionally, the shadows cast from any sapphire-lit source cannot be employed to the wraith’s ends, either for summoning shadowmass, or passing through in a shadowmerged form. They can move through it in a physical form, at a reduced rate of travel.
- Weapons – Any weapon set with sapphires is capable of harming an Etherwight. For these purposes, the weapon acts physically against the wraith, rather than pass through them with damaging effect. (IE: a hammer will knock them backwards, a sword may lodge in their shadowflesh, and so forth)
- Defense – Sapphire crystals placed in dark or shaded locations will prevent a shadowmerged wraith from passing through those shadows. The effect is similar to a lit crystal, but passive in nature.
Other- Water – Though an Etherwight may travel through water, they must do so in physical form and remain rooted to the bottom surface or shadowed locations. They cannot shadowmerge while submerged, nor can they summon any form of shadowmass, which dissipates too rapidly in water to be of any use. Additionally, their movement speed is drastically reduced and they move somewhat erratically, owing to the peculiar behavior of light underwater.
- Countering – When a wraith attacks physically, such as with its claws or teeth, it wills that portion of its being to a solid state. Thus, when striking, those parts become vulnerable to all physical laws and weapons ordinarily not capable of harming a wraith may be used to deflect or counter the assault.
- Taint – When a wraith absorbs an excessive amount of ‘foul’ energy, such as Dark Way magic or feeding on a particularly vile person, they may suffer from Taint. This illness reduces their strength, speed, and control over shadowforms, as well as discoloring the wraith’s glow-points (eyes, runic symbols).
- Death - Because of their feeding habits, wraiths deny the Dark Crystal its source of energy. For this reason, the goddess Dakkru considers them unholy abominations, and Her power annihilates them upon entering Her realm. An Etherwight that dies in the mortal realm is permanently destroyed, and all traces of its power gone. (The spot of its death does not become a new focal point for the creation of a wraith, nor any form of energy)